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Halfling

Monk 6

Character Name

Ascetic life tempered your endurance,


and a doctrine of and helping others
tempered your tolerance and compassion.
Your kindness and understanding you
give freely, but your beliefs reserve your
wrath and martial arts expertise for the
cruel and wicked, especially those who
harm the innocent or weak. You wander
the world as a righter of wrongs, and an
example that the spirit transcends and
conquers the material.

Armor Class 16 (Unarmored Defense)


Hit Points 45 (Hit Dice 6d8)
Speed 40 ft. (Unarmored Movement)

Size of the body indicates


nothing of the depth of the spirit.

Background (Acolyte)
You spent your formative years in a
monastery dedicated to the TriadTorm,
Tyr, and primarily for your order, Ilmater,
god of endurance and martyrdom. As
a priest, you can perform sacred rites,
including counseling and aiding others.
Shelter of the Faithful. You and your
companions can receive aid at any site
dedicated to the Triad or its member
deities, especially Ilmater. You must
provide any material components for
spells cast on your behalf. Those who
share your religion support you at a
modest lifestyle.
Faction. You are a member of the
Order of the Gauntlet, seekers of justice
who protect others from evildoers.
Personality Trait. You can find
common ground between the fiercest
enemies, empathizing with them and
always working toward peace.
Ideal. You always try to help those in
need, no matter what the personal cost.
Bond. Everything you do is to protect
the common folk.
Flaw. You place too much trust in those
who profess to share your faith.

Halfling Traits
Halfling Nimbleness. You can move
through the space of any creature that is
of a size larger than yours.
Lucky. When you roll a 1 on an attack
roll, ability check, or saving throw, you
can reroll the die and use the new roll.

Monk Features
Ki (Recharges after You Finish a Short
or Long Rest). You have 6 ki points,
which you can spend on ki features (listed
under this feature). You must spend at
least 30 minutes of a rest meditating to
regain them.

Small humanoid (stout halfling), Way


of the Open Fist tradition, lawful good

STR DEX CON



8 (1)
18 (+4)
14 (+2)

INT WIS CHA


10 (+0)
15 (+2)
12 (+1)

Proficiencies (+3 proficiency bonus)


Saving Throws Str +2, Dex +7;
advantage on saves against being
frightened and poisoned.
Skills Acrobatics +7, Athletics +2,
Insight +5, Medicine +5
Tools herbalism kit
Weapons simple weapons,
shortswords; melee weapons of
these types that lack the twohanded or heavy property are
monk weapons for you.
Damage Resistances poison
Senses passive (Perception) 12
Languages Common, Draconic,
Halfling
Ki Points 6
Deflect Missiles. When you are hit by a
ranged weapon attack, you can use your
reaction to reduce the damage you take
from the attack by 1d10 + 10.
If you reduce the damage to 0, you can
catch the missile if it is small enough for
you to hold in one hand and you have at
least one hand free. If you catch a missile
in this way, you can spend 1 ki point
to make a ranged attack with what you
caught, as part of the same reaction. You
make this attack with proficiency, and
the missile counts as a monk weapon
for the attack.
Flurry of Blows. Immediately after
you take the Attack action on your turn,
you can spend 1 ki point to make two
unarmed strikes as a bonus action.
Whenever you hit a creature with one of
these attacks, you can impose one of the
following three effects on that target:
It must succeed on a DC 13 Dexterity
saving throw or be knocked prone.
It must succeed on a DC 13 Strength
saving throw, or you can push it up to
15 feet away from you.

Actions
Attack. You can attack up to twice
when you take this action, using the
following attacks:
Unarmed Strike. Melee Weapon
Attack: +7 to hit, reach 5 ft.,
one target.
Hit: 1d6 + 4 bludgeoning damage.
Dart. Ranged Weapon Attack: +7 to
hit, range 20/60 ft., one target.
Hit: 1d4 + 4 piercing damage.
Wholeness of Body. Monk feature

Bonus Actions
Flurry of Blows. Monk ki feature
Martial Arts. Monk feature
Patient Defense. Monk ki feature
Step of the Wind. Monk ki feature

Reactions
Deflect Missiles. Monk ki feature
Slow Fall. Monk feature

Options
Halfling Nimbleness. Halfling trait
Ki-Empowered Strikes. Monk feature
Lucky. Halfling trait
Stunning Strike. Monk ki feature
It cant take reactions until the end of
your next turn.
Patient Defense. You can spend 1
ki point to take the Dodge action as a
bonus action.
Step of the Wind. You can spend
1 ki point to take the Disengage or
Dash action as a bonus action. If you
do so, your jump distance is doubled
for the turn.
Stunning Strike. When you hit another
creature with a melee weapon attack,
you can spend 1 ki point. If you do so,
the target must succeed on a DC 13
Constitution saving throw or be stunned
until the end of your next turn.
Ki-Empowered Strikes. Your unarmed
strikes count as magical for the purpose
of overcoming resistance and immunity
to nonmagical attacks and damage.
Martial Arts. When you use the Attack
action with an unarmed strike or a monk
weapon on your turn, you can make one
unarmed strike as a bonus action.

Monk Features (contd)


Slow Fall. You can use your reaction to
reduce falling damage you take by 30.
Unarmored Defense. While you wear
no armor and wield no shield, your AC
equals 10 + your Dex modifier + your
Wis modifier.
Unarmored Movement. While you wear
no armor and wield no shield, your speed
increases above your normal (25 feet).
Wholeness of Body (Recharges after
You Finish a Long Rest). You can use
your action to regain 18 hit points.

Equipment
Bag of holding, bedroll, darts (8 on
person, 24 more in a case in the bag),
crystal (glows in moonlight), grappling
hook, healers kit, herbalism kit, holy
symbol (red cord wrapped around
wrists and hands), mess kit, gray monks
vestments and common clothing, potion
of healing (3), pouch, prayer beads,
rations (10 days), silk rope (100 ft.), soap,
tinderbox, torches (10), waterskin

Bag of Holding

Wondrous item, uncommon


This bag has an interior space larger
than its outside dimensions, roughly 2
feet in diameter at the mouth and 4 feet
deep. The bag can hold up to 500 pounds,
not exceeding a volume of 64 cubic feet.
It weighs 15 pounds, regardless of its
contents. Retrieving an item from the bag
requires an action. The DM knows more
about the bag.

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